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  • Where to store shaders

    - by Mark Ingram
    I have an OpenGL renderer which has a Scene member variable. The Scene object can contain N SceneObjects. I use these SceneObjects for storing the vertex position and any transforms. My question is, where should shaders be stored in this arrangement? I guess they need to be in a central location because multiple objects can use the same shader. But then each object needs access to the shader because it needs to set attributes into the shader. Does anyone have any advice?

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  • Physics-based dynamic audio generation in games

    - by alexc
    I wonder if it is possible to generate audio dynamically without any (!) audio assets, using pure mathematics/physics and some input values like material properties and spatial distribution of content in scene space. What I have in mind is something like a scene, with concrete floor, wooden table and glass on it. Now let's assume force pushes the glass towards the edge of table and then the glass falls onto the floor and shatters. The near-realistic glass destruction itself would be possible using voxels and good physics engine, but what about the sound the glass makes while shattering? I believe there is a way to generate that sound, because physics of sound is fairly known these days, but how computationaly costy that would be? Consumer hardware or supercomputers? Do any of you know some good resources/videos of such an experiment?

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  • Would like some help in understanding rendering geometry vs textures

    - by Anon
    So I was just pondering whether it is more taxing on the GPU to render geometry or a texture. What I'm trying to see is whether there is a huge difference in rendering two scenes with the same setup: Scene 1: Example Object: A dirt road (nothing else) Geometry: Detailed road, with all the bumps, cracks and so forth done in the mesh Scene 2: Example Object: A dirt road (nothing else) Geometry: A simple mesh, in a form of a road, but in this case maps and textures are simulating cracks, bumps, etc... So of these two, which one is likely to tax the hardware more? Or is it not a like for like comparison? What would be the best way of doing something like this? Go heavy on the textures? Or have a blend of both?

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  • Making body(box2d) a spite(andengine) in android

    - by Kadir
    I can't make body(box2d) a spite(andengine) and at the same time i wanna apply MoveModifier to sprite which is body.if i can make just body,it works namely the srites can collide.if i can apply just MoveModifier to sprites,the sprites can move where i want.but i wanna make body(they can collide) and apply MoveModifier(they can move where i want) at the same time.How can i do? this my code just run MoveModifier not as body at the same time. circles[i] = new Sprite(startX, startY, textRegCircle[i]); body[i] = PhysicsFactory.createCircleBody(physicsWorld, circles[i], BodyType.DynamicBody, FIXTURE_DEF); physicsWorld.registerPhysicsConnector(new PhysicsConnector(circles[i], body[i], true, true)); circles[i].registerEntityModifier( (IEntityModifier) new SequenceEntityModifier ( new MoveModifier(10.0f, circles[i].getX(), circles[i].getX(), circles[i].getY(),CAMERA_HEIGHT+64.0f))); scene.getLastChild().attachChild(circles[i]); scene.registerUpdateHandler(physicsWorld);

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  • OpenGL ES 2.0: Mixing 2D with 3D

    - by Bunkai.Satori
    Is it possible to mix 2D and 3D graphics in a single OpenGL ES 2.0 game, please? I have plenty of 2D graphics in my game. The 2D graphics is represented by two triangular polygons (making up a rectangle) with texture on them. I use orthographic matrix to render the whole scene. However, I need to add some 3D effects into my game. Threfore, I wish to use perspective camera to render the meshes. Is it possible to mix orthographic and perspective camera in one scene? If yes, is there going to be a large performance cost for this? Is there any recommended approach to do this effectively? I wil have 90% of 2D graphics and only 10% of 3D. Target platform is OpenGL ES 2.0 (iOS, Android). I use C++ to develop. Thank you.

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  • Cocos2d update leaking memory

    - by Andrey Chernukha
    I have a weird issue - my app is leaking memory on device only, not on a simulator. It is leaking if i schedule update method anywhere, on any scene. It is leaking despite update method is empty, there's nothing inside it except NSLog. How can it be? I have even scheduled update on the very first scene where it seems there's nothing to leak, and scheduled another empty and it's leaking or not leaking but allocating something, the result is the same - the volume of the memory consumed is increasing and my app is crashing soon. I can detect the leakage via using Instruments-Memory-Activity Monitor or with help of following function: void report_memory(void) { struct task_basic_info info; mach_msg_type_number_t size = sizeof(info); kern_return_t kerr = task_info(mach_task_self(), TASK_BASIC_INFO, (task_info_t)&info, &size); if( kerr == KERN_SUCCESS ) { NSLog(@"Memory in use (in bytes): %u", info.resident_size); } else { NSLog(@"Error with task_info(): %s", mach_error_string(kerr)); } } Can anyone explain me what's going on?

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  • Where should i organize my matrices in a 3D Game engine?

    - by Need4Sleep
    I'm working with a group of people from around the world to create a game engine(and hopefully a game with it) within the next upcoming years. My first task was writing a camera class for the engine to use in order to add cameras to the scene, position and follow points in the scene. The problem i have is with using matrices for transformations in the class, should i keep matrices separate to each class? such as have the model matrix in the model class, camera matrix in the camera class, or have all matrices placed in one class/chuck? I could see pros and cons for each method, but i wanted to hear some input form a more professional standpoint.

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  • Game engine like Unity 3D that allow me to use .NET code

    - by Pking
    I've been looking at Unity 3D for developing a 3D PC game and I really like the scene editor and how it simplifies the process of constructing 3D scenes, managing assets, animations, transitions etc. However, I don't want to restrict myself to using the Unity 3D scripts for handling every bit of game logic in the game. E.g. If I want to construct a RPG dialogue system I don't want to do it with unity 3d scripts - I'd like to use C#/.net. Also, I might want to use e.g. windows azure and sql azure as backend, and use 3rd party .net libraries such as reactive-extensions etc. Is there a .net engine out there that helps me with asset loading, animations, physics, transitions, etc. with a scene editor, but allow me to plug it into a visual studio .net project? Thanks

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  • Rotating a NetBeans Visual Library Widget

    - by Geertjan
    Trying to create a widget which, when clicked, rotates slightly further on each subsequent click: Above, the bird where the mouse is visible has been clicked a few times and so has rotated a bit further on each click. The code isn't quite right yet and I'm hoping someone will take this code, try it out, and help with a nice solution! public class BirdScene extends Scene {     public BirdScene() {         addChild(new LayerWidget(this));         getActions().addAction(ActionFactory.createAcceptAction(new AcceptProvider() {             public ConnectorState isAcceptable(Widget widget, Point point, Transferable transferable) {                 Image dragImage = getImageFromTransferable(transferable);                 if (dragImage != null) {                     JComponent view = getView();                     Graphics2D g2 = (Graphics2D) view.getGraphics();                     Rectangle visRect = view.getVisibleRect();                     view.paintImmediately(visRect.x, visRect.y, visRect.width, visRect.height);                     g2.drawImage(dragImage,                             AffineTransform.getTranslateInstance(point.getLocation().getX(),                             point.getLocation().getY()),                             null);                     return ConnectorState.ACCEPT;                 } else {                     return ConnectorState.REJECT;                 }             }             public void accept(Widget widget, final Point point, Transferable transferable) {                 addChild(new BirdWidget(getScene(), getImageFromTransferable(transferable), point));             }         }));     }     private Image getImageFromTransferable(Transferable transferable) {         Object o = null;         try {             o = transferable.getTransferData(DataFlavor.imageFlavor);         } catch (IOException ex) {         } catch (UnsupportedFlavorException ex) {         }         return o instanceof Image ? (Image) o : null;     }     private class BirdWidget extends IconNodeWidget {         private int theta = 0;         public BirdWidget(Scene scene, Image imageFromTransferable, Point point) {             super(scene);             setImage(imageFromTransferable);             setPreferredLocation(point);             setCheckClipping(true);             getActions().addAction(ActionFactory.createMoveAction());             getActions().addAction(ActionFactory.createSelectAction(new SelectProvider() {                 public boolean isAimingAllowed(Widget widget, Point localLocation, boolean invertSelection) {                     return true;                 }                 public boolean isSelectionAllowed(Widget widget, Point localLocation, boolean invertSelection) {                     return true;                 }                 public void select(final Widget widget, Point localLocation, boolean invertSelection) {                     theta = (theta + 100) % 360;                     repaint();                     getScene().validate();                 }             }));         }         @Override         public void paintWidget() {             final Image image = getImageWidget().getImage();             Graphics2D g = getGraphics();             g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);             Rectangle bounds = getClientArea();             AffineTransform newXform = g.getTransform();             int xRot = image.getWidth(null) / 2;             int yRot = image.getWidth(null) / 2;             newXform.rotate(theta * Math.PI / 180, xRot, yRot);             g.setTransform(newXform);             g.drawImage(image, bounds.x, bounds.y, null);         }     } } The problem relates to refreshing the scene after the rotation. But it would help if someone would just take the code above, add it to their own application, try it out, see the problem for yourself, and develop it a bit further!

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  • Efficient way of detecting a touched object in a game?

    - by Pin
    Imagine a Sims-like 2D game for a touch based mobile phone where one can interact with virtually any object in the scene. How can I efficiently detect which object is being touched by the player? In my short experience, looping through all the visible objects in the scene and checking if they're touched has so far done the job, but when there may be many many moving objects in the screen that sounds kind of inefficient isn't it? Keeping the visible moving objects list can consume time in itself as one may have to loop through all of them each frame. Other solutions I've thought are: Spatial hashing. Divide the screen as a grid and place the visible objects in the corresponding bucket. Detection of the clicked object is fast but there's additional overhead for placing the objects in the correct bucket each frame. Maintaining a quad-tree. Moving objects have to be rearranged all the time, the previous solution looks better. What is usually done in this case?

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  • Using Instance Nodes, worth it?

    - by Twitch
    I am making a 2d game where there are various environments with lots and lots of objects. There is a forest scene with like 1200 objects in total(trees mainly), of which around 100 are visible on the camera at any given time, as you move through the level. These are comprised of around 20 different kind of trees and other props. Each object is usually 2-6 triangles with a transparent texture. My developer asked me to replace each object in the scene with a node, and keeping only a minimal amount of actual objects which would be 300+ or so(?), since there are a few modified unique meshes. So he can instantiate the actual objects to keep the game light. Is this actually effective? And if so how much? I 've read about draw calls and such and I suppose that if I combine each texture (10 kinds of trees) in 1 mesh it will have the same effect?

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  • Searching for fast skeletal animation algorithm

    - by igf
    Is it theoretically possible to dynamicaly animate scene with 100-150 400 poly characters meshes on high-end GL ES 2.0 mobile devices or i definetley should use prerendered keyframe animation? Scene have only one light source and precalculated shadow maps. View from top like in Warcraft 3. No any other meshes or objects. 2d collision detecting between objects calculated via spatial hashing. It can be any other algorithm besides ragdoll, but it must supply fast and simple skeletal animation for frame with 100+ low poly meshes for each mesh. Any ideas?

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  • Will my game engine be compatible with physics engines?

    - by Bane
    My engine supports Scene handling, Cameras, and has a Renderer. Also, it has a class called Drawable, which has the position, the shape and the picture of an object. The picture property has width, height, rotation and a draw method. All game objects are supposed to inherit from this Drawable class, and are added to the Scene, along with a Map (collection of Tiles, that also inherit from Drawable), lights, and so on and so forth. The shape property of a Drawable is a Polygon, a collection of user defined vertices around the position of a Drawable (this is a relative coordinate system, so [0, 0] is the position of the Drawable. With this setup, will the users of my engine (probably only me) still be able to intergrate physics engines such as Box2DJS into their games?

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  • How can I perform a masked erase in SDL2?

    - by Kvisle
    I'm trying to implement some shadow/lighting effects in my 2D-project, and I've concluded that if there is an easy way to perform a masked erase on an SDL_Texture, it would make the drawing operations quite cheap. Let's say I have a texture of the part of the level where light is not meant to be rendered. I also have a texture with my "light map"; I want to use this to just draw omni lights from my light sources. Then I want to use the first image to 'subtract' the portions of the light map that are not to be rendered on the final scene. Then I draw my "light map" texture on top of my scene, with additive blending enabled. This sounds like a good theory in my head, but I can't see any functions in the SDL2 API that let me do masked erase from a texture. Am I overlooking something? Does anything like this exist?

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  • Intersection of player and mesh

    - by Will
    I have a 3D scene, and a player that can move about in it. In a time-step the player can move from point A to point B. The player should follow the terrain height but slow going up cliffs and then fall back, or stop when jumping and hitting a wall and so on. In my first prototype I determine the Y at the player's centre's X,Z by intersecting a ray with every triangle in the scene. I am not checking their path, but rather just sampling their end-point for each tick. Despite this being Javascript, it works acceptably performance-wise. However, because I am modeling the player as a single point, the player can position themselves so that they are half-in a cliff face and so on. I need to model them as as a solid e.g. some cluster of spheres or a even their fuller mesh. I am also concerned that if they were moving faster they might miss the test altogether. How should I solve this?

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  • What is the primary use of Vertex Buffer Objects?

    - by sensae
    From what I've read, it seems VBOs are purely for performance. I'm working on a very rudimentary learning project in lwjgl and I'm just trying to figure out what more advanced features of the library I should be delving into, and what their use is. My understanding is that VBOs allow a person to keep vertexes in VRAM while they aren't currently being drawn in a scene. In my case, I'm just drawing quads and performance probably isn't a concern at all, but I'm trying to piece together what's happening under the hood. If I'm drawing quads directly, I'm drawing from the CPU memory, correct? Also, if I'm not doing any checks for visibility, does that mean I'm rendering absolutely everything in the "scene", regardless of whether its in view? Are VBOs a way to store objects and only render what's needed?

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  • Application window as polygon texture?

    - by nekome
    Is there a way, or method, to have some application rendered as texture in 3D scene on some polygon, and also have full interactivity with it? I'm talking about Windows platform, and maybe OpenGL but I guess it doesn't matter is it OGL or DX. For example: I run Calculator using WINAPI functions (preferably hidden, not showing on desktop) and I want to render it inside 3D scene on some polygon but still be able to type or click buttons and have it respond. My idea to realize this is to have WINAPI take screenshot (or render it to memory if possible) of that Calculator and pass it to OpenGL as texture for each frame (I'm experimenting with SDL through pygame) and for mouse interactivity to use coordination translation and calculate where on application window it would act, and then use WINAPI functions such as SetCursorPos to set cursor ant others to simulate click or something else. I haven't found any tutorials with topic similar to this one. Am I on a right track? Is there better way to do this if possible at all?

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  • What components and IDE add-ins do you install with Delphi?

    - by Mick
    After a clean install of Delphi, what components and IDE add-ins do you make certain that you install? What's your Delphi "rig"? Here's what I install after a clean installation: Delphi 2007 JCL / JVCL - JEDI Code Library and JEDI Visual Code Library (600+ components) JWA / JWSCL - JEDI API Library & Security Code Library GExperts - GExperts is a free set of tools built to increase the productivity of Delphi and C++Builder programmers by adding several features to the IDE. TWM's experimental GExperts code formatter - adds code formatting capabilities to Delphi Virtual TreeView - Virtual Treeview is a treeview control built from ground up. More than 5 years of development made it one of the most flexible and advanced tree controls available today. MustangPeak Components (EasyList View, Virtual ShellTools, etc) - EasyListview is a control that has no dependance on the Microsoft Listview control but has all the features of the latest version from Microsoft. Also includes 'Explorer.exe' like shell components. Synapse lightweight networking components - contains simple low level non-visual objects for easy programming without problems. (no required multi-threaded synchronization, no need for windows message processing,…) Great for command line utilities, visual projects, NT services EurekaLog - EurekaLog is a complete bug resolution tool for Delphi and C++Builder developers that gives your application the power to catch every exception and memory leak, directly on the end user PC, generating a detailed log of the call stack (with file, class, method and line number), optionally sending you a copy of each log entry via email or to a web bug-tracker. DelphiSpeedUp - DelphiSpeedUp is an IDE plugin for Delphi and C++Builder. It improves the IDE’s startup speed and increases the general speed of the whole IDE. DDevExtensions - DDevExtensions extends the Delphi/C++Builder IDE by adding some new productivity features. IDE Fix Pack - The IDE Fix Pack installs is a DLL-Expert that fixes the following RAD Studio 2007 bugs at runtime. All changes are done in memory. No file on disk is modified. TPerlRegex - Regular Expression library for Delphi How about other Delphi developers?

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  • File not found on RSACryptoServiceProvider, service account permissions?

    - by Ben Scheirman
    Our web service wraps around a third party library that contains the following code. We are using an Active Directory service account in the IIS 6 app pool (no interactive login abilities). Our service fails with the error “The system cannot find the file specified”. We’ve traced the error to the “RSACryptoServiceProvider provider = new RSACryptoServiceProvider();”. The third party assembly depends on a x509 file based certificate for its encryption process and the Service Account has Read / Write access to the keys folder. Additionally, the service account has Read, Write, Modify rights to “C:\Documents and Settings\All Users\Application Data\Microsoft\Crypto\RSA\MachineKeys”. Code: StringBuilder builder = new StringBuilder(publicKeyData); builder.Replace("-----BEGIN CERTIFICATE-----", ""); builder.Replace("-----END CERTIFICATE-----", ""); X509Certificate2 certificate = new X509Certificate2( Convert.FromBase64String(builder.ToString())); string xmlString = certificate.PublicKey.Key.ToXmlString(false); RSACryptoServiceProvider provider = new RSACryptoServiceProvider(); //BOOM CspKeyContainerInfo containerInfo = provider.CspKeyContainerInfo; provider.PersistKeyInCsp = false; provider.FromXmlString(xmlString); loadedKeys.Add(key, provider); provider2 = provider; We cracked open FileMon and noticed that there is a FILE NOT FOUND for that AppPool, followed by another SUCCESS for the same exact file. I'm out of my element here, anybody have an idea as to why we're seeing this?

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  • Rails Nested Forms Attributes not saving if Fields Added with jQuery

    - by looloobs
    Hi I have a rails form with a nested form. I used Ryan Bates nested form with jquery tutorial and I have it working fine as far as adding the new fields dynamically. But when I go to submit the form it does not save any of the associated attributes. However if the partial builds when the form loads it creates the attribute just fine. I can not figure out what is not being passed in the javascript that is failing to communicate that the form object needs to be saved. Any help would be great. class Itinerary < ActiveRecord::Base accepts_nested_attributes_for :trips end itinerary/new.html <% form_for ([@move, @itinerary]), :html => {:class => "new_trip" } do |f| %> <%= f.error_messages %> <%= f.hidden_field :move_id, :value => @move.id %> <% f.fields_for :trips do |builder| %> <%= render "trip", :f => builder %> <% end %> <%= link_to_add_fields "Add Another Leg to Your Trip", f, :trips %> <p><%= f.submit "Submit" %></p> <% end %> application_helper.rb def link_to_remove_fields(name, f) f.hidden_field(:_destroy) + link_to_function(name, "remove_fields(this)") end def link_to_add_fields(name, f, association) new_object = f.object.class.reflect_on_association(association).klass.new fields = f.fields_for(association, new_object, :child_index => "new_#{association}") do |builder| render(association.to_s.singularize, :f => builder) end link_to_function(name, h("add_fields(this, \"#{association}\", \"#{escape_javascript(fields)}\")")) end application.js function add_fields(link, association, content) { var new_id = new Date().getTime(); var regexp = new RegExp("new_" + association, "g") $(link).parent().before(content.replace(regexp, new_id)); }

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  • which xml validator will work perfectly for multithreading project

    - by Sunil Kumar Sahoo
    Hi All, I have used jdom for xml validation against schema. The main problem there is that it gives an error FWK005 parse may not be called while parsing The main reason was that multiple of threads working for xerces validation at the same time. SO I got the solution that i have to lock that validation. which is not good So I want to know which xml validator works perfectly for multithreading project public static HashMap validate(String xmlString, Validator validator) { HashMap<String, String> map = new HashMap<String, String>(); long t1 = System.currentTimeMillis(); DocumentBuilder builder = null; try { //obtain lock to proceed // lock.lock(); try { builder = DocumentBuilderFactory.newInstance().newDocumentBuilder(); // Source source = new DOMSource(builder.parse(new ByteArrayInputStream(xmlString.getBytes()))); validator.validate(new StreamSource(new StringReader(xmlString))); map.put("ISVALID", "TRUE"); logger.info("We have successfuly validated the schema"); } catch (Exception ioe) { ioe.printStackTrace(); logger.error("NOT2 VALID STRING IS :" + xmlString); map.put("MSG", ioe.getMessage()); // logger.error("IOException while validating the input XML", ioe); } logger.info(map); long t2 = System.currentTimeMillis(); logger.info("XML VALIDATION TOOK:::" + (t2 - t1)); } catch (Exception e) { logger.error(e); } finally { //release lock // lock.unlock(); builder = null; } return map; } Thanks Sunil Kumar Sahoo

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  • accepts_nested_attributes_for and nested_form plugin

    - by Denis
    Hi folks, I've the following code in a _form.html.haml partial, it's used for new and edit actions. (fyi I use the Ryan Bates' plugin nested_form) .fields - f.fields_for :transportations do |builder| = builder.collection_select :person_id, @people, :id, :name, {:multiple => true} = builder.link_to_remove 'effacer' = f.link_to_add "ajouter", :transportations works fine for the new action... for the edit action, as explain in the doc, I've to add the :id of already existing associations, so, I've to add something like = builder.hidden_field :id, ?the value? if ?.new_record? How can I get the value? Here is the doc of accepts_nested_attributes_for for reference (source: http://github.com/rails/rails/blob/master/activerecord/lib/active_record/nested_attributes.rb#L332) # Assigns the given attributes to the collection association. # # Hashes with an <tt>:id</tt> value matching an existing associated record # will update that record. Hashes without an <tt>:id</tt> value will build # a new record for the association. Hashes with a matching <tt>:id</tt> # value and a <tt>:_destroy</tt> key set to a truthy value will mark the # matched record for destruction. # # For example: # # assign_nested_attributes_for_collection_association(:people, { # '1' => { :id => '1', :name => 'Peter' }, # '2' => { :name => 'John' }, # '3' => { :id => '2', :_destroy => true } # }) # # Will update the name of the Person with ID 1, build a new associated # person with the name `John', and mark the associatied Person with ID 2 # for destruction. # # Also accepts an Array of attribute hashes: # # assign_nested_attributes_for_collection_association(:people, [ # { :id => '1', :name => 'Peter' }, # { :name => 'John' }, # { :id => '2', :_destroy => true } # ]) Thanks for your help.

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  • Titanium Appcelerator - After enabling cloud services I get UnicodeDecodeError when compiling for Android

    - by Shahar Zrihen
    I've got an app that has a UTF8 name (hebrew). I use the platform/android/AndroidManifest.xml file for this. I've managed to narrow it down to the Ti.cloudpush module. only when I enable this module I get the error. I used to be able to compile it to android without any issues but as soon as I enable cloud services I get this error - [ERROR] Exception occured while building Android project: [ERROR] Traceback (most recent call last): [ERROR] File "/Users/Shahar/Library/Application Support/Titanium/mobilesdk/osx/2.1.0.GA/android/builder.py", line 2218, in <module> [ERROR] s.build_and_run(True, None, key, password, alias, output_dir) [ERROR] File "/Users/Shahar/Library/Application Support/Titanium/mobilesdk/osx/2.1.0.GA/android/builder.py", line 1970, in build_and_run [ERROR] self.manifest_changed = self.generate_android_manifest(compiler) [ERROR] File "/Users/Shahar/Library/Application Support/Titanium/mobilesdk/osx/2.1.0.GA/android/builder.py", line 1195, in generate_android_manifest [ERROR] custom_manifest_contents = fill_manifest(custom_manifest_contents) [ERROR] File "/Users/Shahar/Library/Application Support/Titanium/mobilesdk/osx/2.1.0.GA/android/builder.py", line 1122, in fill_manifest [ERROR] manifest_source = manifest_source.replace(ti_permissions,permissions_required_xml) [ERROR] UnicodeDecodeError: 'ascii' codec can't decode byte 0xd7 in position 501: ordinal not in range(128) and this is my manifest file with the part that causes the issues. If I remove the hebrew name, it compiles without any issues <application android:icon="@drawable/appicon" android:label="??????" android:name="QuestionnaireApplication" android:debuggable="false" > <activity android:name=".QuestionnaireActivity" android:label="??????" android:theme="@style/Theme.Titanium" android:screenOrientation="portrait" android:configChanges="keyboardHidden" > Any suggestions?

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  • Crystal Reports Failed Database Login

    - by Marlon
    Hello, After spending a good 3 to 4 hours on google trying to find any solution to my problem I haven't had much luck. Basically, we use crystal reports for our .NET applications with a sql server back end, we have many clients each with their own server and so our reports need to have their connections dynamically set. Up until a week ago this worked fine. However a few days ago a client reported they were getting a database login prompt for a report (only one report, the rest worked fine). We were quite stumped but we managed to reproduce it on a netbook which didn't have visual studio or sql server installed. In the end the dev decided to reproduce the report in the hope it was just an oddity in that particular report. Unfortunately a new client today also experienced the same problem, but this time for every crystal report they had - and also they worked on the netbook, so we are really quite lost here. Below is a screenshot of what our clients get presented with - and here is the code that I use to set the connection information in the report cI.ServerName = (string)builder["Data Source"]; cI.DatabaseName = (string)builder["Initial Catalog"]; cI.UserID = (string)builder["User ID"]; cI.Password = (string)builder["Password"]; foreach (IConnectionInfo info in cryRpt.DataSourceConnections) { info.SetConnection(cI.ServerName, cI.DatabaseName, cI.UserID, cI.Password); } foreach (ReportDocument sub in cryRpt.Subreports) { foreach (IConnectionInfo info in sub.DataSourceConnections) { info.SetConnection(cI.ServerName, cI.DatabaseName, cI.UserID, cI.Password); } } As always, any help much appreciated.

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  • reading excel using scriptom for groovy, producing xml

    - by john
    Dear friends, I got a program from http://kousenit.wordpress.com/2007/03/27/groovyness-with-excel-and-xml but I got some very strange results: 1) I can still print xml but two records are not readable. 2) I got exception suggesting some thing missing could some experts enlighten me about what might go wrong? I copied the program and result below. thanks! import org.codehaus.groovy.scriptom.ActiveXObject def addresses = new File('addresses1.xls').canonicalPath def xls = new ActiveXObject('Excel.Application') def workbooks = xls.Workbooks def workbook = workbooks.Open(addresses) // select the active sheet def sheet = workbook.ActiveSheet sheet.Visible = true // get the XML builder ready def builder = new groovy.xml.MarkupBuilder() builder.people { for (row in 2..1000) { def ID = sheet.Range("A${row}").Value.value if (!ID) break // use the builder to write out each person person (id: ID) { name { firstName sheet.Range("B${row}").Value.value lastName sheet.Range("C${row}").Value.value } address { street sheet.Range("D${row}").Value.value city sheet.Range("E${row}").Value.value state sheet.Range("F${row}").Value.value zip sheet.Range("G${row}").Value.value } } } } // close the workbook without asking for saving the file workbook.Close(false, null, false) // quits excel xls.Quit() xls.release() however, i got the following results: <people> <person id='1234.0'> <name> <firstName>[C@128a25</firstName> <lastName>[C@5e45</lastName> </name> <address> <street>[C@179ef7c</street> <city>[C@12f95de</city> <state>[C@138b554</state> <zip>12345.0</zip> </address> </person> </person> Exception thrown May 12, 2010 4:07:15 AM org.codehaus.groovy.runtime.StackTraceUtils sanitize WARNING: Sanitizing stacktrace: java.lang.NullPointerException at org.codehaus.groovy.runtime.callsite.GetEffectivePojoFieldSite.acceptGetProperty(GetEffectivePojoFieldSite.java:43) at org.codehaus.groovy.runtime.callsite.AbstractCallSite.callGetProperty(AbstractCallSite.java:237) at sriptom4_excel$_run_closure1.doCall(sriptom4_excel.groovy:18) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [1]: http://kousenit.wordpress.com/2007/03/27/groovyness-with-excel-and-xml/

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